touc
No rule is inviolate
We're in a pirate campaign, and I want to keep the "Age of Sail" feeling alive (e.g. the wealthier nations are transitioning to cannons, etc.), but D&D PCs can throw that out very quickly. Here's our most recent example that's vexing me as I expect it'll repeat, and repeat...
8th-level PCs now have their own ship and see a enemy pirate ship. Plunder is a part of our campaign so they decide they're going to take it. They all have access to water breathing and swim speeds. They just sally over to the enemy ship (able to swim faster than a ship under sail) underwater and hop aboard, obliterate the Captain and call it a day. Given what 8th level PCs bring, they had enough area damage to obliterate the hapless riggers and swabs that constitute most of a typical pirate crew. For verisimilitude, I'm not going to have every ship stacked with equal level NPCs, that's just silly. They didn't need their pirate crew to do a darn thing.
I have the feeling they're going to repeat this tactic until the DM comes up with some reason it shouldn't always work. We have an entire ruleset (minigame) for upgrading ships, improving weapons on the ship, ship to ship combat, etc., but if the PCs can simply swim over and slaughter crews, there's no reason to improve their ship or adventure to get plunder to upgrade, or use ship to ship combat. In fact, they've said that's what they're doing next: find a better ship and upgrade that way. Note: my players are pretty good about avoiding cheese, but I've given them no reason to think this is cheesy.
So in a fantasy setting, besides the occasional bad-arse ship (like a pirate lord or pirate hunter ship), what's the incentive? I'm certain over the centuries of ships in a world of wizards and druids, someone has dealt with this before and done something. Should most ships (besides the poorest of them) come with some default wards that keep sahuagin from holing your hull, or PCs from swimming over and hopping aboard? Also, pirates didn't just ship-hop to upgrade, and there was a reason why. What could I go with? Crew superstition, refusal to abandon the ship they know?
8th-level PCs now have their own ship and see a enemy pirate ship. Plunder is a part of our campaign so they decide they're going to take it. They all have access to water breathing and swim speeds. They just sally over to the enemy ship (able to swim faster than a ship under sail) underwater and hop aboard, obliterate the Captain and call it a day. Given what 8th level PCs bring, they had enough area damage to obliterate the hapless riggers and swabs that constitute most of a typical pirate crew. For verisimilitude, I'm not going to have every ship stacked with equal level NPCs, that's just silly. They didn't need their pirate crew to do a darn thing.
I have the feeling they're going to repeat this tactic until the DM comes up with some reason it shouldn't always work. We have an entire ruleset (minigame) for upgrading ships, improving weapons on the ship, ship to ship combat, etc., but if the PCs can simply swim over and slaughter crews, there's no reason to improve their ship or adventure to get plunder to upgrade, or use ship to ship combat. In fact, they've said that's what they're doing next: find a better ship and upgrade that way. Note: my players are pretty good about avoiding cheese, but I've given them no reason to think this is cheesy.
So in a fantasy setting, besides the occasional bad-arse ship (like a pirate lord or pirate hunter ship), what's the incentive? I'm certain over the centuries of ships in a world of wizards and druids, someone has dealt with this before and done something. Should most ships (besides the poorest of them) come with some default wards that keep sahuagin from holing your hull, or PCs from swimming over and hopping aboard? Also, pirates didn't just ship-hop to upgrade, and there was a reason why. What could I go with? Crew superstition, refusal to abandon the ship they know?







